#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion

namespace Halloween_Game
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;
        //Scene object takes care of the game objects interaction
        Scene scene;


        /// <summary>
        /// Game1 constructor: creates and initializes a new instance of a game object
        /// </summary>
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);
        }


        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }


        /// <summary>
        /// Load your graphics content.  If loadAllContent is true, you should
        /// load content from both ResourceManagementMode pools.  Otherwise, just
        /// load ResourceManagementMode.Manual content.
        /// </summary>
        /// <param name="loadAllContent">Which type of content to load.</param>
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            if (loadAllContent)
            {
                // TODO: Load any ResourceManagementMode.Automatic content
                LoadResources();
            }
        }

        /// <summary>
        /// This method is called by LoadGraphicsContent to load the needed objecs in our game
        /// </summary>
        private void LoadResources()
        {
            //temporary dimension holds the dimensions of the viewport of the calling game
            int[] tempDim = { this.Window.ClientBounds.Width, this.Window.ClientBounds.Height };

            //The scene object is created with the following params: graphicsdevicemanager and int[]
            this.scene = new Scene(this.graphics, tempDim);
        
            //the scene object loads the textures needed for the game using the content object
            //in the calling game object
            this.scene.LoadGraphicsContent(content);
        
        }


        /// <summary>
        /// Unload your graphics content.  If unloadAllContent is true, you should
        /// unload content from both ResourceManagementMode pools.  Otherwise, just
        /// unload ResourceManagementMode.Manual content.  Manual content will get
        /// Disposed by the GraphicsDevice during a Reset.
        /// </summary>
        /// <param name="unloadAllContent">Which type of content to unload.</param>
        protected override void UnloadGraphicsContent(bool unloadAllContent)
        {
            if (unloadAllContent == true)
            {
                content.Unload();
            }
        }


        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the default game to exit on Xbox 360 and Windows
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            //Takes teh current state of the keyboard for future use.
            KeyboardState state = Keyboard.GetState();

            //Scene object calls its update method using the current state of the keyboard
            this.scene.Update(gameTime, state); 
            

            base.Update(gameTime);
        }



        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            //Update total time run up to this point
            
            //Clears the graphicsDevice object using the color AliceBlue
            this.graphics.GraphicsDevice.Clear(Color.AliceBlue);

            //grabs the seconds elapsed from the gameTime structure
            int seconds = gameTime.TotalGameTime.Seconds;
 
            //Displays the time elapsed in the title of the window in seconds
            Window.Title = Convert.ToString( seconds );

            //Calls the drawing method from the scene object, scene draws the current changes in the scene object
            this.scene.Draw(gameTime);

            //
            base.Draw(gameTime);
        }
    }
}